- Guest editor commentary
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...Sundqvist & Sylvén, 2012). Game-enhanced research shares the belief that by investigating how
commercial digital games are used outside of class, and how they maybe adapted for learning purposes in
...
by Jonathon Reinhardt, Julie Sykes
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning
- Digital Gaming and Language Learning: Autonomy and Community
-
...Sundqvist (2012) surveyed the extramural English activities
enjoyed by 86 Swedish youths (aged 11–12) and found that playing digital games was more popular than
watching TV or listening to music. An...
by Alice Chik
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning
- Learners’ engagement on a social networking platform: An ecological analysis
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...Sundqvist & Wikström, 2015). Learners were found to
actively utilize a wide range of digital resources to construct out-of-class language learning experience (Lai
et al., 2018; Sundqvist & Sylvén, 2...
by Boning Lyu, Chun Lai
in Volume 26 Number 1, 2022
- Contextualized vocabulary learning
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...Sundqvist & Sylvén, 2016).
The learning experienced through frequent watching of videos, from gaming in the L2, or by way of other
recreational or social activities, is incidental to the purpose of...
by R. Godwin-Jones
in Volume 22 Number 3, October 2018
- Effects of digital game elements on engagement and vocabulary development
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...undqvist’s (2019) findings on varied learner
preferences. Following Sundqvist’s (2019) recommendations, we suggest that teachers assess students’
attitudes and experiences with DGBVL before integrat...
by Ruofei Zhang, Gary Cheng, Di Zou
in Volume 29 Number 1, 2025
- Technique efficacy when using a student response system in the reading classroom
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...Sundqvist & Sylvén,
2016; Yim, 2016) and students have a fear of being wrong or are too shy to respond to questions asked of
them (Voelkel & Bennet, 2014; Wong, 2016). Such contexts lead to difficu...
by David Kent
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Announcements and news from our sponsors
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...Sundqvist
Yao-Ting Sung
Tetyana Sydorenko
Liss Kerstin Sylvén
Dara Tafazoli
Naoko Taguchi
Alan Taylor
Amy Thompson
Ron Thomson
Anna Turula
Rose van der Zwaard
Ilona Vandergriff
Boris Vazqu...
in Volume 25 Number 1, February 2021 Special Issue: Big Data in Language Education & Research
- Announcements and news from our sponsors
-
...Sundqvist
Prof. Tetyana Sydorenko
Dr. Julie Sykes
Dr. Naoko Taguchi
Mr. Chiachieh Tang
Dr. Joshua Thoms
Prof. Ron Thomson
Dr. Constanza Tolosa
Dr. Sheng-Shiang Tseng
Prof. Vincenza Tudini
Dr...
in Volume 24 Number 1, February 2020
- Riding the digital wilds: Learner autonomy and informal language learning
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...undqvist & Sylvén,
2016). Indeed, users, or learners of English, enthusiastically embraced pop culture as an avenue toward L2
development that was both entertaining and effective.
The influence of...
by Robert Godwin-Jones
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Games in language learning: Opportunities and challenges
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...Sundqvist & Sylvén, 2012). Certainly, one
of the clear findings of game studies is that user training is mandated if there are likely to be novice users,
particularly if the game offers some level o...
by Robert Godwin-Jones
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning